Pillar of the Lost Magocracy
- Size
- Huge
- Type
- Construct
- Challenge Rating
- 4
- Source
- Creature Codex
- Alignment
- Chaotic-Neutral
- Armor Class
- 14
- Speeds
- 0
- Walking Speed
- 0
- Strength Score
- 9
- Dexterity Score
- 1
- Constitution Score
- 13
- Intelligence Score
- 18
- Wisdom Score
- 8
- Charisma Score
- 13
- Saving Throws
- Constitution, Wisdom
- Skill Proficiencies
- Arcana, History
- Vision
- Darkvision (120ft)
- Languages Ref
- understands Common but can't speak, telepathy 120 ft.
- Hit Points
- 90
- Condition Immunities
- Charmed, Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned
- Resistances
- Resistant to Non-Magical Damage, Immune to Poison Damage
- Languages
- Telepathy (120ft)
Huge construct, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 90 (12d12+12)
Speed 0 ft.
- STR
- 9 (−1)
- DEX
- 1 (−5)
- CON
- 13 (+1)
- INT
- 18 (+4)
- WIS
- 8 (−1)
- CHA
- 13 (+1)
Saving Throws Con +3, Wis +1
Skills Arcana +6, History +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages understands Common but can't speak, telepathy 120 ft.
Challenge 4 (1,100 XP)
Mental Agility. The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.
Shocking Vengeance. A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.
Actions
Anger of the Ancient Mage. The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect:
- Mutant Plants. Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds.
- Acid Rain. Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.
- Noxious Cloud. The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds.
- Shrinking Ray. A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.